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Design of a squash and stretch rig in Maya

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デュアルクォータニオン スキニング チュートリアル・解説 C++

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Dual Quaternion Skinning with scale

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DQS with scale applied on the second to last joint. Left, globally propagates until the last bone, right, scale localized to each joint.


Skeletal animation, forward kinematic

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Bulge free Dual Quaternion Skinning (Trick)

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Left: standard DQS. Right DQS bulge correction (both use same automatic skin weight: "smooth bind" inside Maya).


[SIGGRAPH ASIA] Elastic Implicit Skinning

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Implicit Skinning: Real-Time Skin Deformation with Contact Modeling

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Dual Quaternions skinning tutorial and C++ codes

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[Rigging] Tri-joint shadow weighting


Skin weight optimization (lagrange) (4)


Skin weight optimization (matrix form) (3)

Matrix form second attempt


Skin weight optimization (matrix form) (2)

(Matrix form first attempt)


Skin weight optimization (main)

ARAP LBS paper
SR ARAP



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